/* -------------------------------------------------------------------------------

Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.

This file is part of GtkRadiant.

GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#define MESH_C



/* dependencies */
#include "xmap2.h"



/*
LerpDrawVert()
returns an 50/50 interpolated vert
*/

void LerpDrawVert(bspDrawVert_t * a, bspDrawVert_t * b, bspDrawVert_t * out)
{
	int             k;


	out->xyz[0] = 0.5 * (a->xyz[0] + b->xyz[0]);
	out->xyz[1] = 0.5 * (a->xyz[1] + b->xyz[1]);
	out->xyz[2] = 0.5 * (a->xyz[2] + b->xyz[2]);

	out->st[0] = 0.5 * (a->st[0] + b->st[0]);
	out->st[1] = 0.5 * (a->st[1] + b->st[1]);

	out->paintColor[0] = 0.5f * (b->paintColor[0] - a->paintColor[0]);
	out->paintColor[1] = 0.5f * (b->paintColor[1] - a->paintColor[1]);
	out->paintColor[2] = 0.5f * (b->paintColor[2] - a->paintColor[2]);
	out->paintColor[3] = 0.5f * (b->paintColor[3] - a->paintColor[3]);

	for(k = 0; k < MAX_LIGHTMAPS; k++)
	{
		out->lightmap[k][0] = 0.5f * (a->lightmap[k][0] + b->lightmap[k][0]);
		out->lightmap[k][1] = 0.5f * (a->lightmap[k][1] + b->lightmap[k][1]);

		out->lightColor[k][0] = 0.5f * (b->lightColor[k][0] - a->lightColor[k][0]);
		out->lightColor[k][1] = 0.5f * (b->lightColor[k][1] - a->lightColor[k][1]);
		out->lightColor[k][2] = 0.5f * (b->lightColor[k][2] - a->lightColor[k][2]);
		out->lightColor[k][3] = 0.5f * (b->lightColor[k][3] - a->lightColor[k][3]);

		out->lightDirection[k][0] = 0.5f * (b->lightDirection[k][0] - a->lightDirection[k][0]);
		out->lightDirection[k][1] = 0.5f * (b->lightDirection[k][1] - a->lightDirection[k][1]);
		out->lightDirection[k][2] = 0.5f * (b->lightDirection[k][2] - a->lightDirection[k][2]);
	}

	/* ydnar: added normal interpolation */
	out->normal[0] = 0.5f * (a->normal[0] + b->normal[0]);
	out->normal[1] = 0.5f * (a->normal[1] + b->normal[1]);
	out->normal[2] = 0.5f * (a->normal[2] + b->normal[2]);

	/* if the interpolant created a bogus normal, just copy the normal from a */
	if(VectorNormalize(out->normal) == 0)
		VectorCopy(a->normal, out->normal);
}



/*
LerpDrawVertAmount()
returns a biased interpolated vert
*/

void LerpDrawVertAmount(bspDrawVert_t * a, bspDrawVert_t * b, float amount, bspDrawVert_t * out)
{
	int             k;


	out->xyz[0] = a->xyz[0] + amount * (b->xyz[0] - a->xyz[0]);
	out->xyz[1] = a->xyz[1] + amount * (b->xyz[1] - a->xyz[1]);
	out->xyz[2] = a->xyz[2] + amount * (b->xyz[2] - a->xyz[2]);

	out->st[0] = a->st[0] + amount * (b->st[0] - a->st[0]);
	out->st[1] = a->st[1] + amount * (b->st[1] - a->st[1]);

	out->paintColor[0] = a->paintColor[0] + amount * (b->paintColor[0] - a->paintColor[0]);
	out->paintColor[1] = a->paintColor[1] + amount * (b->paintColor[1] - a->paintColor[1]);
	out->paintColor[2] = a->paintColor[2] + amount * (b->paintColor[2] - a->paintColor[2]);
	out->paintColor[3] = a->paintColor[3] + amount * (b->paintColor[3] - a->paintColor[3]);

	for(k = 0; k < MAX_LIGHTMAPS; k++)
	{
		out->lightmap[k][0] = a->lightmap[k][0] + amount * (b->lightmap[k][0] - a->lightmap[k][0]);
		out->lightmap[k][1] = a->lightmap[k][1] + amount * (b->lightmap[k][1] - a->lightmap[k][1]);

		out->lightColor[k][0] = a->lightColor[k][0] + amount * (b->lightColor[k][0] - a->lightColor[k][0]);
		out->lightColor[k][1] = a->lightColor[k][1] + amount * (b->lightColor[k][1] - a->lightColor[k][1]);
		out->lightColor[k][2] = a->lightColor[k][2] + amount * (b->lightColor[k][2] - a->lightColor[k][2]);
		out->lightColor[k][3] = a->lightColor[k][3] + amount * (b->lightColor[k][3] - a->lightColor[k][3]);

		out->lightDirection[k][0] = a->lightDirection[k][0] + amount * (b->lightDirection[k][0] - a->lightDirection[k][0]);
		out->lightDirection[k][1] = a->lightDirection[k][1] + amount * (b->lightDirection[k][1] - a->lightDirection[k][1]);
		out->lightDirection[k][2] = a->lightDirection[k][2] + amount * (b->lightDirection[k][2] - a->lightDirection[k][2]);
	}

	out->normal[0] = a->normal[0] + amount * (b->normal[0] - a->normal[0]);
	out->normal[1] = a->normal[1] + amount * (b->normal[1] - a->normal[1]);
	out->normal[2] = a->normal[2] + amount * (b->normal[2] - a->normal[2]);

	/* if the interpolant created a bogus normal, just copy the normal from a */
	if(VectorNormalize(out->normal) == 0)
		VectorCopy(a->normal, out->normal);
}


void FreeMesh(mesh_t * m)
{
	free(m->verts);
	free(m);
}

void PrintMesh(mesh_t * m)
{
	int             i, j;

	for(i = 0; i < m->height; i++)
	{
		for(j = 0; j < m->width; j++)
		{
			Sys_Printf("(%5.2f %5.2f %5.2f) ", m->verts[i * m->width + j].xyz[0], m->verts[i * m->width + j].xyz[1],
					   m->verts[i * m->width + j].xyz[2]);
		}
		Sys_Printf("\n");
	}
}


mesh_t         *CopyMesh(mesh_t * mesh)
{
	mesh_t         *out;
	int             size;

	out = safe_malloc(sizeof(*out));
	out->width = mesh->width;
	out->height = mesh->height;

	size = out->width * out->height * sizeof(*out->verts);
	out->verts = safe_malloc(size);
	memcpy(out->verts, mesh->verts, size);

	return out;
}


/*
TransposeMesh()
returns a transposed copy of the mesh, freeing the original
*/

mesh_t         *TransposeMesh(mesh_t * in)
{
	int             w, h;
	mesh_t         *out;

	out = safe_malloc(sizeof(*out));
	out->width = in->height;
	out->height = in->width;
	out->verts = safe_malloc(out->width * out->height * sizeof(bspDrawVert_t));

	for(h = 0; h < in->height; h++)
	{
		for(w = 0; w < in->width; w++)
		{
			out->verts[w * in->height + h] = in->verts[h * in->width + w];
		}
	}

	FreeMesh(in);

	return out;
}

void InvertMesh(mesh_t * in)
{
	int             w, h;
	bspDrawVert_t   temp;

	for(h = 0; h < in->height; h++)
	{
		for(w = 0; w < in->width / 2; w++)
		{
			temp = in->verts[h * in->width + w];
			in->verts[h * in->width + w] = in->verts[h * in->width + in->width - 1 - w];
			in->verts[h * in->width + in->width - 1 - w] = temp;
		}
	}
}

/*
=================
MakeMeshNormals

=================
*/
void MakeMeshNormals(mesh_t in)
{
	int             i, j, k, dist;
	vec3_t          normal;
	vec3_t          sum;
	int             count;
	vec3_t          base;
	vec3_t          delta;
	int             x, y;
	bspDrawVert_t  *dv;
	vec3_t          around[8], temp;
	qboolean        good[8];
	qboolean        wrapWidth, wrapHeight;
	float           len;
	int             neighbors[8][2] = {
		{0, 1}, {1, 1}, {1, 0}, {1, -1}, {0, -1}, {-1, -1}, {-1, 0}, {-1, 1}
	};


	wrapWidth = qfalse;
	for(i = 0; i < in.height; i++)
	{
		VectorSubtract(in.verts[i * in.width].xyz, in.verts[i * in.width + in.width - 1].xyz, delta);
		len = VectorLength(delta);
		if(len > 1.0)
		{
			break;
		}
	}
	if(i == in.height)
	{
		wrapWidth = qtrue;
	}

	wrapHeight = qfalse;
	for(i = 0; i < in.width; i++)
	{
		VectorSubtract(in.verts[i].xyz, in.verts[i + (in.height - 1) * in.width].xyz, delta);
		len = VectorLength(delta);
		if(len > 1.0)
		{
			break;
		}
	}
	if(i == in.width)
	{
		wrapHeight = qtrue;
	}


	for(i = 0; i < in.width; i++)
	{
		for(j = 0; j < in.height; j++)
		{
			count = 0;
			dv = &in.verts[j * in.width + i];
			VectorCopy(dv->xyz, base);
			for(k = 0; k < 8; k++)
			{
				VectorClear(around[k]);
				good[k] = qfalse;

				for(dist = 1; dist <= 3; dist++)
				{
					x = i + neighbors[k][0] * dist;
					y = j + neighbors[k][1] * dist;
					if(wrapWidth)
					{
						if(x < 0)
						{
							x = in.width - 1 + x;
						}
						else if(x >= in.width)
						{
							x = 1 + x - in.width;
						}
					}
					if(wrapHeight)
					{
						if(y < 0)
						{
							y = in.height - 1 + y;
						}
						else if(y >= in.height)
						{
							y = 1 + y - in.height;
						}
					}

					if(x < 0 || x >= in.width || y < 0 || y >= in.height)
					{
						break;	// edge of patch
					}
					VectorSubtract(in.verts[y * in.width + x].xyz, base, temp);
					if(VectorNormalize(temp) == 0)
					{
						continue;	// degenerate edge, get more dist
					}
					else
					{
						good[k] = qtrue;
						VectorCopy(temp, around[k]);
						break;	// good edge
					}
				}
			}

			VectorClear(sum);
			for(k = 0; k < 8; k++)
			{
				if(!good[k] || !good[(k + 1) & 7])
				{
					continue;	// didn't get two points
				}
				CrossProduct(around[(k + 1) & 7], around[k], normal);
				if(VectorNormalize(normal) == 0)
				{
					continue;
				}
				VectorAdd(normal, sum, sum);
				count++;
			}
			if(count == 0)
			{
//Sys_Printf("bad normal\n");
				count = 1;
			}
			VectorNormalize2(sum, dv->normal);
		}
	}
}

/*
PutMeshOnCurve()
drops the aproximating points onto the curve
ydnar: fixme: make this use LerpDrawVert() rather than this complicated mess
*/

void PutMeshOnCurve(mesh_t in)
{
	int             i, j, l, m;
	float           prev, next;


	// put all the aproximating points on the curve
	for(i = 0; i < in.width; i++)
	{
		for(j = 1; j < in.height; j += 2)
		{
			for(l = 0; l < 3; l++)
			{
				prev = (in.verts[j * in.width + i].xyz[l] + in.verts[(j + 1) * in.width + i].xyz[l]) * 0.5;
				next = (in.verts[j * in.width + i].xyz[l] + in.verts[(j - 1) * in.width + i].xyz[l]) * 0.5;
				in.verts[j * in.width + i].xyz[l] = (prev + next) * 0.5;

				/* ydnar: interpolating st coords */
				if(l < 2)
				{
					prev = (in.verts[j * in.width + i].st[l] + in.verts[(j + 1) * in.width + i].st[l]) * 0.5;
					next = (in.verts[j * in.width + i].st[l] + in.verts[(j - 1) * in.width + i].st[l]) * 0.5;
					in.verts[j * in.width + i].st[l] = (prev + next) * 0.5;

					for(m = 0; m < MAX_LIGHTMAPS; m++)
					{
						prev =
							(in.verts[j * in.width + i].lightmap[m][l] + in.verts[(j + 1) * in.width + i].lightmap[m][l]) * 0.5;
						next =
							(in.verts[j * in.width + i].lightmap[m][l] + in.verts[(j - 1) * in.width + i].lightmap[m][l]) * 0.5;
						in.verts[j * in.width + i].lightmap[m][l] = (prev + next) * 0.5;
					}
				}
			}
		}
	}

	for(j = 0; j < in.height; j++)
	{
		for(i = 1; i < in.width; i += 2)
		{
			for(l = 0; l < 3; l++)
			{
				prev = (in.verts[j * in.width + i].xyz[l] + in.verts[j * in.width + i + 1].xyz[l]) * 0.5;
				next = (in.verts[j * in.width + i].xyz[l] + in.verts[j * in.width + i - 1].xyz[l]) * 0.5;
				in.verts[j * in.width + i].xyz[l] = (prev + next) * 0.5;

				/* ydnar: interpolating st coords */
				if(l < 2)
				{
					prev = (in.verts[j * in.width + i].st[l] + in.verts[j * in.width + i + 1].st[l]) * 0.5;
					next = (in.verts[j * in.width + i].st[l] + in.verts[j * in.width + i - 1].st[l]) * 0.5;
					in.verts[j * in.width + i].st[l] = (prev + next) * 0.5;

					for(m = 0; m < MAX_LIGHTMAPS; m++)
					{
						prev = (in.verts[j * in.width + i].lightmap[m][l] + in.verts[j * in.width + i + 1].lightmap[m][l]) * 0.5;
						next = (in.verts[j * in.width + i].lightmap[m][l] + in.verts[j * in.width + i - 1].lightmap[m][l]) * 0.5;
						in.verts[j * in.width + i].lightmap[m][l] = (prev + next) * 0.5;
					}
				}
			}
		}
	}
}


/*
=================
SubdivideMesh

=================
*/
mesh_t         *SubdivideMesh(mesh_t in, float maxError, float minLength)
{
	int             i, j, k, l;
	bspDrawVert_t   prev, next, mid;
	vec3_t          prevxyz, nextxyz, midxyz;
	vec3_t          delta;
	float           len;
	mesh_t          out;

	/* ydnar: static for os x */
	MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];


	out.width = in.width;
	out.height = in.height;

	for(i = 0; i < in.width; i++)
	{
		for(j = 0; j < in.height; j++)
		{
			expand[j][i] = in.verts[j * in.width + i];
		}
	}

	// horizontal subdivisions
	for(j = 0; j + 2 < out.width; j += 2)
	{
		// check subdivided midpoints against control points
		for(i = 0; i < out.height; i++)
		{
			for(l = 0; l < 3; l++)
			{
				prevxyz[l] = expand[i][j + 1].xyz[l] - expand[i][j].xyz[l];
				nextxyz[l] = expand[i][j + 2].xyz[l] - expand[i][j + 1].xyz[l];
				midxyz[l] = (expand[i][j].xyz[l] + expand[i][j + 1].xyz[l] * 2 + expand[i][j + 2].xyz[l]) * 0.25;
			}

			// if the span length is too long, force a subdivision
			if(VectorLength(prevxyz) > minLength || VectorLength(nextxyz) > minLength)
			{
				break;
			}

			// see if this midpoint is off far enough to subdivide
			VectorSubtract(expand[i][j + 1].xyz, midxyz, delta);
			len = VectorLength(delta);
			if(len > maxError)
			{
				break;
			}
		}

		if(out.width + 2 >= MAX_EXPANDED_AXIS)
		{
			break;				// can't subdivide any more
		}

		if(i == out.height)
		{
			continue;			// didn't need subdivision
		}

		// insert two columns and replace the peak
		out.width += 2;

		for(i = 0; i < out.height; i++)
		{
			LerpDrawVert(&expand[i][j], &expand[i][j + 1], &prev);
			LerpDrawVert(&expand[i][j + 1], &expand[i][j + 2], &next);
			LerpDrawVert(&prev, &next, &mid);

			for(k = out.width - 1; k > j + 3; k--)
			{
				expand[i][k] = expand[i][k - 2];
			}
			expand[i][j + 1] = prev;
			expand[i][j + 2] = mid;
			expand[i][j + 3] = next;
		}

		// back up and recheck this set again, it may need more subdivision
		j -= 2;

	}

	// vertical subdivisions
	for(j = 0; j + 2 < out.height; j += 2)
	{
		// check subdivided midpoints against control points
		for(i = 0; i < out.width; i++)
		{
			for(l = 0; l < 3; l++)
			{
				prevxyz[l] = expand[j + 1][i].xyz[l] - expand[j][i].xyz[l];
				nextxyz[l] = expand[j + 2][i].xyz[l] - expand[j + 1][i].xyz[l];
				midxyz[l] = (expand[j][i].xyz[l] + expand[j + 1][i].xyz[l] * 2 + expand[j + 2][i].xyz[l]) * 0.25;
			}

			// if the span length is too long, force a subdivision
			if(VectorLength(prevxyz) > minLength || VectorLength(nextxyz) > minLength)
			{
				break;
			}
			// see if this midpoint is off far enough to subdivide
			VectorSubtract(expand[j + 1][i].xyz, midxyz, delta);
			len = VectorLength(delta);
			if(len > maxError)
			{
				break;
			}
		}

		if(out.height + 2 >= MAX_EXPANDED_AXIS)
		{
			break;				// can't subdivide any more
		}

		if(i == out.width)
		{
			continue;			// didn't need subdivision
		}

		// insert two columns and replace the peak
		out.height += 2;

		for(i = 0; i < out.width; i++)
		{
			LerpDrawVert(&expand[j][i], &expand[j + 1][i], &prev);
			LerpDrawVert(&expand[j + 1][i], &expand[j + 2][i], &next);
			LerpDrawVert(&prev, &next, &mid);

			for(k = out.height - 1; k > j + 3; k--)
			{
				expand[k][i] = expand[k - 2][i];
			}
			expand[j + 1][i] = prev;
			expand[j + 2][i] = mid;
			expand[j + 3][i] = next;
		}

		// back up and recheck this set again, it may need more subdivision
		j -= 2;

	}

	// collapse the verts

	out.verts = &expand[0][0];
	for(i = 1; i < out.height; i++)
	{
		memmove(&out.verts[i * out.width], expand[i], out.width * sizeof(bspDrawVert_t));
	}

	return CopyMesh(&out);
}



/*
IterationsForCurve() - ydnar
given a curve of a certain length, return the number of subdivision iterations
note: this is affected by subdivision amount
*/

int IterationsForCurve(float len, int subdivisions)
{
	int             iterations, facets;


	/* calculate the number of subdivisions */
	for(iterations = 0; iterations < 3; iterations++)
	{
		facets = subdivisions * 16 * pow(2, iterations);
		if(facets >= len)
			break;
	}

	/* return to caller */
	return iterations;
}


/*
SubdivideMesh2() - ydnar
subdivides each mesh quad a specified number of times
*/

mesh_t         *SubdivideMesh2(mesh_t in, int iterations)
{
	int             i, j, k;
	bspDrawVert_t   prev, next, mid;
	mesh_t          out;

	/* ydnar: static for os x */
	MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];


	/* initial setup */
	out.width = in.width;
	out.height = in.height;
	for(i = 0; i < in.width; i++)
	{
		for(j = 0; j < in.height; j++)
			expand[j][i] = in.verts[j * in.width + i];
	}

	/* keep chopping */
	for(; iterations > 0; iterations--)
	{
		/* horizontal subdivisions */
		for(j = 0; j + 2 < out.width; j += 4)
		{
			/* check size limit */
			if(out.width + 2 >= MAX_EXPANDED_AXIS)
				break;

			/* insert two columns and replace the peak */
			out.width += 2;
			for(i = 0; i < out.height; i++)
			{
				LerpDrawVert(&expand[i][j], &expand[i][j + 1], &prev);
				LerpDrawVert(&expand[i][j + 1], &expand[i][j + 2], &next);
				LerpDrawVert(&prev, &next, &mid);

				for(k = out.width - 1; k > j + 3; k--)
					expand[i][k] = expand[i][k - 2];
				expand[i][j + 1] = prev;
				expand[i][j + 2] = mid;
				expand[i][j + 3] = next;
			}

		}

		/* vertical subdivisions */
		for(j = 0; j + 2 < out.height; j += 4)
		{
			/* check size limit */
			if(out.height + 2 >= MAX_EXPANDED_AXIS)
				break;

			/* insert two columns and replace the peak */
			out.height += 2;
			for(i = 0; i < out.width; i++)
			{
				LerpDrawVert(&expand[j][i], &expand[j + 1][i], &prev);
				LerpDrawVert(&expand[j + 1][i], &expand[j + 2][i], &next);
				LerpDrawVert(&prev, &next, &mid);

				for(k = out.height - 1; k > j + 3; k--)
					expand[k][i] = expand[k - 2][i];
				expand[j + 1][i] = prev;
				expand[j + 2][i] = mid;
				expand[j + 3][i] = next;
			}
		}
	}

	/* collapse the verts */
	out.verts = &expand[0][0];
	for(i = 1; i < out.height; i++)
		memmove(&out.verts[i * out.width], expand[i], out.width * sizeof(bspDrawVert_t));

	/* return to sender */
	return CopyMesh(&out);
}







/*
================
ProjectPointOntoVector
================
*/
void ProjectPointOntoVector(vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj)
{
	vec3_t          pVec, vec;

	VectorSubtract(point, vStart, pVec);
	VectorSubtract(vEnd, vStart, vec);
	VectorNormalize(vec);
	// project onto the directional vector for this segment
	VectorMA(vStart, DotProduct(pVec, vec), vec, vProj);
}

/*
================
RemoveLinearMeshColumsRows
================
*/
mesh_t         *RemoveLinearMeshColumnsRows(mesh_t * in)
{
	int             i, j, k;
	float           len, maxLength;
	vec3_t          proj, dir;
	mesh_t          out;

	/* ydnar: static for os x */
	MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];


	out.width = in->width;
	out.height = in->height;

	for(i = 0; i < in->width; i++)
	{
		for(j = 0; j < in->height; j++)
		{
			expand[j][i] = in->verts[j * in->width + i];
		}
	}

	for(j = 1; j < out.width - 1; j++)
	{
		maxLength = 0;
		for(i = 0; i < out.height; i++)
		{
			ProjectPointOntoVector(expand[i][j].xyz, expand[i][j - 1].xyz, expand[i][j + 1].xyz, proj);
			VectorSubtract(expand[i][j].xyz, proj, dir);
			len = VectorLength(dir);
			if(len > maxLength)
			{
				maxLength = len;
			}
		}
		if(maxLength < 0.1)
		{
			out.width--;
			for(i = 0; i < out.height; i++)
			{
				for(k = j; k < out.width; k++)
				{
					expand[i][k] = expand[i][k + 1];
				}
			}
			j--;
		}
	}
	for(j = 1; j < out.height - 1; j++)
	{
		maxLength = 0;
		for(i = 0; i < out.width; i++)
		{
			ProjectPointOntoVector(expand[j][i].xyz, expand[j - 1][i].xyz, expand[j + 1][i].xyz, proj);
			VectorSubtract(expand[j][i].xyz, proj, dir);
			len = VectorLength(dir);
			if(len > maxLength)
			{
				maxLength = len;
			}
		}
		if(maxLength < 0.1)
		{
			out.height--;
			for(i = 0; i < out.width; i++)
			{
				for(k = j; k < out.height; k++)
				{
					expand[k][i] = expand[k + 1][i];
				}
			}
			j--;
		}
	}
	// collapse the verts
	out.verts = &expand[0][0];
	for(i = 1; i < out.height; i++)
	{
		memmove(&out.verts[i * out.width], expand[i], out.width * sizeof(bspDrawVert_t));
	}

	return CopyMesh(&out);
}



/*
=================
SubdivideMeshQuads
=================
*/
mesh_t         *SubdivideMeshQuads(mesh_t * in, float minLength, int maxsize, int *widthtable, int *heighttable)
{
	int             i, j, k, w, h, maxsubdivisions, subdivisions;
	vec3_t          dir;
	float           length, maxLength, amount;
	mesh_t          out;
	bspDrawVert_t   expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];

	out.width = in->width;
	out.height = in->height;

	for(i = 0; i < in->width; i++)
	{
		for(j = 0; j < in->height; j++)
		{
			expand[j][i] = in->verts[j * in->width + i];
		}
	}

	if(maxsize > MAX_EXPANDED_AXIS)
		Error("SubdivideMeshQuads: maxsize > MAX_EXPANDED_AXIS");

	// horizontal subdivisions

	maxsubdivisions = (maxsize - in->width) / (in->width - 1);

	for(w = 0, j = 0; w < in->width - 1; w++, j += subdivisions + 1)
	{
		maxLength = 0;
		for(i = 0; i < out.height; i++)
		{
			VectorSubtract(expand[i][j + 1].xyz, expand[i][j].xyz, dir);
			length = VectorLength(dir);
			if(length > maxLength)
			{
				maxLength = length;
			}
		}

		subdivisions = (int)(maxLength / minLength);
		if(subdivisions > maxsubdivisions)
			subdivisions = maxsubdivisions;

		widthtable[w] = subdivisions + 1;
		if(subdivisions <= 0)
			continue;

		out.width += subdivisions;

		for(i = 0; i < out.height; i++)
		{
			for(k = out.width - 1; k > j + subdivisions; k--)
			{
				expand[i][k] = expand[i][k - subdivisions];
			}
			for(k = 1; k <= subdivisions; k++)
			{
				amount = (float)k / (subdivisions + 1);
				LerpDrawVertAmount(&expand[i][j], &expand[i][j + subdivisions + 1], amount, &expand[i][j + k]);
			}
		}
	}

	maxsubdivisions = (maxsize - in->height) / (in->height - 1);

	for(h = 0, j = 0; h < in->height - 1; h++, j += subdivisions + 1)
	{
		maxLength = 0;
		for(i = 0; i < out.width; i++)
		{
			VectorSubtract(expand[j + 1][i].xyz, expand[j][i].xyz, dir);
			length = VectorLength(dir);
			if(length > maxLength)
			{
				maxLength = length;
			}
		}

		subdivisions = (int)(maxLength / minLength);
		if(subdivisions > maxsubdivisions)
			subdivisions = maxsubdivisions;

		heighttable[h] = subdivisions + 1;
		if(subdivisions <= 0)
			continue;

		out.height += subdivisions;

		for(i = 0; i < out.width; i++)
		{
			for(k = out.height - 1; k > j + subdivisions; k--)
			{
				expand[k][i] = expand[k - subdivisions][i];
			}
			for(k = 1; k <= subdivisions; k++)
			{
				amount = (float)k / (subdivisions + 1);
				LerpDrawVertAmount(&expand[j][i], &expand[j + subdivisions + 1][i], amount, &expand[j + k][i]);
			}
		}
	}

	// collapse the verts
	out.verts = &expand[0][0];
	for(i = 1; i < out.height; i++)
	{
		memmove(&out.verts[i * out.width], expand[i], out.width * sizeof(bspDrawVert_t));
	}

	return CopyMesh(&out);
}
